Showing posts with label virtual world. Show all posts
Showing posts with label virtual world. Show all posts

Saturday, 14 November 2009

The tribal web

This is the final post in the Digital Tribe series, which is abridged from Chapter 6 of the edited volume Connected Minds, Emerging Cultures (2009).

Anthropologists ascribe a variety of definitions to the word 'tribe' and it can be a contentious term. Most are agreed though, that a tribe is a small society that has its own customs and culture and that these define it. This series has explored the notion of digital tribes and clans, and has applied these concepts to those who consistently inhabit virtual spaces. Such digital territories are ideal environments within which new forms of cultural transmission can propogate and sustain themselves. The tribes and clans I have identified, it could be argued, are emerging as a direct result of their sustained interaction with, and through, social technologies.

Attempting to categorise the behaviour of online users into distinct tribal characteristics can be problematic, because behaviour in virtual worlds (and indeed in the real world) is ultimately diverse and often chaotic or inconsistent. When observed in its entirety however, the trails of evidence emerging on the Web can readily support the notion of the virtual clan. Individuals have an inherent need to belong, so groupings will occur naturally in the real world, in families, kinship groups, clans and other social collectives. The evidence for clannish behaviour online is abundant too, as seen in the creation of specific cultural artefacts that identify distinct web user groupings. The tacit gathering around new 'digital totems' to form transient interest groups is another form of evidence (e.g. Ning, MMORPGS, Crowdvine) as is the marking out of territories through the sharing of social bookmarks, the tagging of digital objects and voting for preferences and usability (e.g. Delicious, Digg). Consistent representation of digital identity within specific tools (recall the Facebooker and Flickrite tribal differences) is yet another form of evidence for the existence of virtual clans.

It should also be acknowledged that clans tend to emerge within tribes as cutural definitions and user generation of digital artefacts become more pronounced. There may be one single digital tribe in the broadest sense of its meaning, but an analysis of the virtual world and it multitude of social networking and communication behaviours indicates that there are indeed many subsets of this large digital tribe - they are the virtual clans, and although we shift our allegiances, we may each belong to several.

Image source

Sunday, 7 January 2007

Second Life and no brain?

Been into Second Life yet? For the uninitiated, it's a web world where you can be whoever you want to be, choose an avatar and fly, teleport or otherwise transport yourself around a virtual world. You can buy and sell property or services using what equates to 'real' money - known as the 'Linden' and make your fortune. You can converse with wizards and lizards, superheroes, superzeroes and exotic animals, and even the odd politician. (They are all odd if you ask me)

Watch out though, because everywhere is the 'hard sell'. From the start, at the registration stage, you are 'given opportunities' to purchase Lindens in exchange for real Dollars or Pounds, or any other dosh you have in your pockets (read 'credit card'). Yet one and a half million people can't be wrong can they? That's the official headcount of people who regularly use Second Life (BBC News - Click Programme).

Makes you wonder. If this is a 'second life' for some people - is it more happy than their first life, and are they more fulfilled flying around as a blue fairy with golden wings? Will Second Life replace real life for real people, becoming as real if not more real for them than Real Life? Really?

Will there be a need for hospitals and rehab clinics in SL? When will the first prisons open up in Second Life, and what will you have to do to earn parole? Crimes have already been committed in SL, including breach of copyright on other people's property and ideas, and an attack of the worms. (I hate it when that happens).

For teachers, what will be the implications for education? Will there be schools? Is SL something that can be used to teach kids the dangers of becoming too immersed in a virtual world. Can the SL type concept be used productively for learning? Or is it a no brainer?